Street Fighter: The Movie/Guile: Difference between revisions
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Latest revision as of 12:05, 26 June 2023
Introduction
- Played by: Jean-Claude Van Damme
- Stagger frames: 39
Playstyle
Guile is a solid upper-mid-tier character and will give most players a hard time if played well defensively. He has arguably the best super moves in the game and one of the best interrupts with Flash Kick. His Flash Kick is a great pressure tool and does solid damage. With the addition of new moves such as Split Punch and Lunge Kicks, this makes for Guile’s most diverse moveset in a Street Fighter game. Guile excels at pelting the opponents with repeated Sonic Booms and Flash Kicks, leaving them wondering how to open him up. However, his large amount of stagger frames leaves him vulnerable to extended combos and infinites. Getting cornered is a death sentence for players without a cool head.
Play Guile if:
- You generally like staying on the ground
- You like to harass players with constant Flash Kicks and Sonic Booms
- You want one of the best interrupt moves in the game with Flash Kick
- You enjoy a low-risk zoning style
- You like JCVD
Do not play Guile if:
- You don’t want to be charging all the time
- You want high risk, high reward
- You can’t handle having a ton of stagger frames—Guile has the second-longest stagger animation at 39 frames, with only Zangief having more with 42 frames.
- You prefer Steven Seagal
Normals
Standing
s.LP
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s.MP
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s.HP
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s.LK
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s.MK
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s.HK
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Crouching
cr.LP
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cr.MP
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cr.HP
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cr.LK
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cr.MK
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cr.HK
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Air
j.LP
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j.MP
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j.HP
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j.LK
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j.MK
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j.HK
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Command Normals
Sobat
b/f+MK |
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Universal Mechanics
Throws
Judo Throw
Close b/f+MP |
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Dragon Suplex
Close b/f+HP |
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Flying Mare
Close in air MP/HP |
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Throw Counters
Throw Counter/Reversal
u+MP |
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Slammaster
d+MK |
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Interrupts
Flash Kick
During blockstun, standing or crouching u+LK |
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High Kick
During blockstun, standing f+HK |
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Regeneration
Regeneration
Hold LK+HK, release |
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Danger Move
Explosive Sonic Boom
10 health or less [b]f, b, f+P Detonate: QCBx2 |
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Special Moves
Sonic Boom
[b]f+P |
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Flash Kick
[d]u+K |
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Handcuffs
Hold LP, [b]f, b, f, release LP |
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Two-Fisted Punch
Hold MP, release |
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Split Punch
Hold HP, release |
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Lunge Kicks
Hold MK, release, HK HK HK... |
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Kick Combo
Close LK, MK MK MK... |
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Super Moves
Triple Flash Kick
[db]df, db, u+K |
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G. Arts
[b]f, b, f+K |
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Combos
Matchups
Akuma
- Guile doesn’t really have an answer for air fireballs outside of MK flash kick, although that will trade
- Might be able to avoid super into teleport shenanigans with blue super
- Akuma’s recovery on fireballs gives Guile the opportunity to do G. Arts
Balrog (Boxer)
- Flash Kick interrupt beats Balrog’s Headbutts
- Crouching HK low profiles Dash Straight
- Guile can punish Crazy Buffalo with Handcuffs
- Avoid meeting Balrog in the air due to his insane juggle potential
Bison (Dictator)
- G. Arts goes through Electric Arc
- Psycho Crusher can be punished with crouching jab if spaced so that Bison ends up very close to or behind Guile
- Flash Kick interrupt useful against Scissor Kicks
- Split Punch trades with Head Press
Blade
- Similar to the Akuma matchup, MK flash kick will trade with air knives
- G. Arts does not fully combo on Blade, best to use Triple Somersault Kick while Blade is airborne
- Very risky to meet him in the air if he’s not doing air knives as he can combo you to the end of the screen
Cammy
- G. Arts goes through Choke Whip
- Cross Scissor Pressure can be Countered
Chun Li
- Her crouching HK is very effective, Guile doesn’t really have a normal that can contest it
- As always, look for an opening after fireballs to do G. Arts
Honda
- Perhaps Guile’s weakest matchup. Honda’s butt slam has invincibility and priority. Combine that with his stomp and Guile has a really hard time.
- Flash Kick to punish butt slams and try to stay in the air to avoid stomps.
- Flash Kick point blank can be punished with crouching jab into hands.
- Can punish Honda’s blue super in the corner with crouching jab into flash kick
- Honda’s High Super Hyakkan Otoshi can be punished with Triple Somersault Kick if Honda lands close to you
Ken
- G. Arts very effective against Ken’s fireballs
- Guile can surprise Ken with G. Arts right after his knee bash grab
Ryu
- Guile can be infinite’d in the corner with Ryu’s kara red fireballs
- Against Ryu’s red fireballs, it’s best to build meter with Sonic Booms and block until you get super. Get in close enough and let G. Arts rip to punish fireball attempts
- Best to use crouching HK midrange to avoid his fireballs since at long range, Ryu can lower his fireballs to your position
Sagat
- G. Arts goes through Sagat’s fireballs and Evil Eye
- Against Sagat’s jumping HK, best to block and use Flash Kick interrupt to keep him away
Sawada
- Like the Balrog matchup, it is a bad idea to try to go air to air with Sawada since one well placed Dropkick can lead to a near TOD
- Flash Kick interrupt works very well on Sawada’s attempts to go on the offensive
Vega (Claw)
- Surprisingly, Guile cannot punish Flying Barcelona Attack with Flash Kick as you will lose to it about 80% of the time
- Triple Somersault Kick will beat it however
- Flash Kick interrupt is best against this move
Zangief
- Zangief’s normals are extremely good and beat most of Guile’s normals, best to attempt to zone him out
- Sobat in corner is an easy infinite
- Can throw escape Zangief’s command grabs outside of supers
Sources